Dungeon Barracks of the Day Without End
Ilyzaelle's Lookout
Level 200 dungeon on Frigost island, in [-73,-76]: five rooms under the threat of the Burn state and a threshold boss, Ilyzaelle. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Ilyzaelle's Lookout: the dungeon entrance, in [-73,-76] (Barracks of the Day Without End)](/wp-content/uploads/dofus/donjon-belvedere-d-ilyzaelle-entree-grand.webp)
Quests linked to Ilyzaelle's Lookout
The dungeon quest depends on your alignment: Dispatch of Ice for Bonta, Für Ilyz for Brakmar. Both lead you to the Lookout after several steps and are completed by beating Ilyzaelle in a single fight: arrive at the dungeon with the quest in progress.
It is completed on Ilyzaelle. After the help of Rob Mirbelec and Jiva, discover the Lookout and Erzal's Fissure, defeat Ilyzaelle in a single fight, then talk to her.
- Start
- Amayiro, Bonta militia
- Prerequisites
- Level 190 and Hidden Behind Walls
The Brakmar version, same fight. After Rob Mirbelec and Brakmar's Protectors' Hall, go to the Lookout, defeat Ilyzaelle in a single fight, then talk to her.
- Start
- Oto Mustam, Brakmar militia
- Prerequisites
- Level 190 and On Erzal's Path
For later
You have to fight your way to Ilyzaelle. Nascherite wants to rally the last two Forgelances of the Oath: after Namuna, cross the Lookout to convince Ilyzaelle to join the Oath Table.
- Start
- Nascherite, Old Albuera
- Prerequisites
- By the Heritage that Unites You
Defeating Ilyzaelle gives the Devouring Fire. Lord Crow asks for this item, obtained automatically at the end of the fight, before handing you Lord Crow's Bell.
- Start
- Maysial, Xelor temple of Amakna Village
Ilyzaelle can give you the Totem of Fear. Maimane asks for six emotion totems, each from a boss of your choice: for fear, Ilyzaelle, Anerice the Shushess, Koutoulou Larva or Misery.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwagrum Simulation
Tiwagrum can designate Ilyzaelle as a guardian to defeat. Amakna Village, .
Other level 200 quests go back through the Lookout: the Ivory Dofus series, which has you find Ilyzaelle, Hyrkul and then the Spirit of Menalt there (Passing Test, The Grey Country, Break-In Enurado, Norrdeal and Time to Die), and The Hero of Plants vs. Veriun Dead, which sends you to the Passage to Erzal's Fissure.
The 5 rooms of Ilyzaelle's Lookout
Five fights. Everywhere, moving a monster or removing its MP gives you the Burn state, which the first monster to play after you consumes with a special spell: the mechanic is detailed in the boss section. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5 — Ilyzaelle


Defeat Ilyzaelle
The Into The Darkness turns
From turn 3, then every 3 turns, Into The Darkness pulls all characters 10 cells in a line toward Ilyzaelle, except when she is on your side. End those turns against a block, behind a Cawwot or behind an ally, or stabilize.
Level 220
42,000 HP
20 AP
6 MP
- Resistances (%)
Earth 30%
Fire 40%
Water 15%
Air 25%
Neutral 20%
She hits at short range: Spookindred Spirit teleports her next to you and erodes, Cast Terror makes you Pacifist. You don't really kill her: below 75% and then below 50% HP, she spends two turns on your side, and the second time ends the fight. Weak Point: Water, at 15%; 250 critical resistances.
Spookindred SpiritOnce per turn, never on turn 1: she teleports to the targeted cell and applies 40% erosion around her for 2 turns.
-
Into The Darkness
Pulls all characters 10 cells in a line toward her, from turn 3 and then every 3 turns. An obstacle or an ally in the line stops you.
Cast TerrorUp to three times per turn: the Pacifist state prevents you from dealing damage for one turn. Never end your turn within its range.
The five-step strategy against Ilyzaelle
Turns 1 and 2: the first threshold. Keep monsters and Ilyzaelle at a distance, boost yourselves, apply your vulnerabilities (Pandawa) and hit her from turn 1. Ideal: below 75% HP at the end of turn 2. Otherwise, continue on turn 3 keeping the monsters away, and beware of Into The Darkness.
She switches to your side. For two turns, she is invulnerable and no longer hits you. Use her glyph to kill the monsters that are too close, and prepare for what comes next: charge an Iop's wrath, build up a Rogue's bomb wall.
The transition turn. The glyph disappears (on turn 5 if you passed her at 75% on turn 2) but she stays invulnerable for one turn. Reapply your vulnerabilities, push her far away, never near a Hothing, remove her MP. On turn 5, hide: Into The Darkness lands on turn 6.
The second threshold. She becomes vulnerable again: deal her as much damage as possible to bring her below 50% within the turn. If that's impossible, hit from a distance and only take risks if the threshold is certain.
Survive two turns. She is back on your side: you just have to hold out two turns. Slow down and push back the monsters, kill them in the glyph, stall with truce, early retreat or invisibility. In the end, Ilyzaelle kills all the enemies and you win.
Thresholds and waves
Her HP depend on the number of characters: 42,000 up to four, 46,000 at five, 51,000 at six, 55,000 at seven, 60,000 at eight. The goal is to remove half of her HP, in two stages, not to kill her.
Her Possession gives +300% vitality to all monsters and makes them appear every 3 turns: two from turn 4 if there are four of you or fewer, two from turn 3 at five, three from turn 3 at six or more.
The orange glyph
When she switches to your side, she teleports to a specific cell, can't be moved, and places a size 3 glyph: +400% damage for your characters inside, and -30% damage taken. Any monster that enters it takes 15,000 Neutral damage, but all of them gain 2 MP during the phase.
Don't heal her: area heals from a Groutte or a Cawwot hit her, an Eniripsa's don't, since she remains an enemy. Every HP restored has to be taken back before the 50% threshold. For the same reason, don't erode her.
The Burn state
Moving a monster or trying to remove its MP puts you in the Burn state. The first monster that plays afterward consumes this state with its special spell, at infinite range; if several characters have it, the target is picked at random.
The most dangerous is the Ectorch's Spontaneous Combustion: keep your allies away from the burned character, diagonally or at 3 range or more in a line. The Skoul's Cast Light can on the contrary be useful: it plays right after your first character, who can push back or remove MP and then be sent back to his starting cell, provided he is the only one burned.
The monsters of Ilyzaelle's Lookout
Five level 200 Soul-Blazes, each weak to a different element (-14%). Against Ilyzaelle, they arrive in waves with +300% vitality: kill them mostly inside her glyph, and keep them at a distance the rest of the time. Resistances in red are their weaknesses.
In which order to kill the monsters
- Skoul, then Ectorch — the first gains MP and damage when it hasn't hit, the second hits in an area from a distance and punishes Burn.
- Hothing — it can share its damage with Ilyzaelle thanks to Flamicable Spirit during the second phase.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth -14%
Fire 36%
Water 11%
Air 21%
Neutral 6%
Water Ball hits up to three times per turn. If he ends a turn without having hit, Frustration gives him 3 MP and 100% final damage: a Skoul kept out of range for too long becomes dangerous. Weak to Earth.
Water BallCasting it puts it in the Frustration state, which blocks its end-of-turn bonus.
Cast LightOn a burned character: return to their start-of-turn cell and +150% damage taken for 2 turns.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 21%
Fire 6%
Water -14%
Air 36%
Neutral 11%
Chain Combustion hits in a cross around the targeted cell and Breathtaker steals 2 MP in an area. On a burned character, Spontaneous Combustion hits all their neighbors: move away from them. Weak to Water.
-
Chain Combustion
Cross of size 2 around the targeted cell, once per turn: don't stay grouped within the Ectorch's range.
BreathtakerSteals 2 MP within a radius of 2 cells, cast from 3 to 5 range, once per turn.
-
Spontaneous Combustion
On a burned character: heavy Fire damage in a size 2 cross around them, without hitting them. Their neighbors take it all.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 6%
Fire -14%
Water 36%
Air 11%
Neutral 21%
It removes 3 AP with Boiling Point, in a line up to 6 range and up to three times per turn. Flamicable Spirit links its damage to an ally's: don't let it approach Ilyzaelle during the second phase. Weak to Fire.
Flamicable SpiritShares damage between the Hothing and the targeted ally for 2 turns; if one dies, the other gains 400 power. Cooldown: 3 turns.
Boiling PointRemoves 3 dodgeable AP, in a line only, up to three times per turn.
Doublade SpiritIts special spell on a burned character: -50% critical for 2 turns, with no line of sight.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 11%
Fire 21%
Water 6%
Air -14%
Neutral 36%
Slop hits hard in a line up to 8 range and makes you unhealable, but its damage drops with the MP it has already used. Soul Cutter steals 100 power from you. Weak to Air.
SlopMakes you unhealable for one turn. Its damage depends on the MP the Spirigneous has left: with 1 MP, it hardly hits anymore.
Soul Cutter
Spectral SenseIts special spell only detects invisible entities around the targeted cell.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 36%
Fire 11%
Water 21%
Air 6%
Neutral -14%
Appearance teleports it next to you and puts you in Gravity. On a burned character, Spektra pulls them to it in a line and steals 4 MP. Weak to Neutral.
AppearanceTeleports the Phiretom next to its target and applies the Gravity state to it, twice per turn at most.
Critical Fire
SpektraOn a burned character, in line and with line of sight: the Phiretom pulls itself to them and steals 4 MP. An obstacle stops it.
Preparing your run through Ilyzaelle's Lookout
A dungeon for level 190 to 200 teams that control distances and deal big damage on the right turn. You come for the alignment quests, the achievements and the Ilyzaelle Feather: Ilyzaelle can't be captured.
How to enter Ilyzaelle's Lookout
The entrance is on Frigost III, in the Barracks of the Day Without End, in ; the nearest zaap is Snowbound Village . Three ways to open it: an Ilyzaelle's Lookout Key (consumed), the key ring if it is registered there, or the automatic group search.
Crafting the Ilyzaelle's Lookout Key
It is crafted at a handyman's. Five ingredients drop from the dungeon's monsters, at 12%: Phiretom Eye, Ectorch Fragment, Skoul Claw, Spirigneous Remains and Tasty Meat. Limpet (fishing), Salikronia and Quisnoa (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Ilyzaelle
Damage, not criticals. Ilyzaelle has 250 critical resistances: play as few criticals as possible and go for power. Remove the Turquoise Dofus and crit-oriented items. You mainly need classes capable of big damage to clear the thresholds on the right turn.
Remote control. Pushback, MP removal and positioning keep Ilyzaelle and the monsters away: she must never be able to hit you, on pain of Pacifist. An Enutrof who slows monsters and boss helps, though it isn't mandatory.
Something to resist the pull. Room blocks, Cawwots, a Pandawa's stabilization or a Feca's gravitational glyph: plan a counter for each Into The Darkness, on turns 3, 6, 9 and onward.
The classes that do well here. The Pandawa applies his vulnerabilities to Ilyzaelle and stabilizes, the Enutrof slows, the Feca places his gravitational glyph, the Iop charges his wrath and the Rogue his bomb wall for the second window. The Sram has his own method, detailed with the Duo achievement.
The six achievements of Ilyzaelle's Lookout
Each achievement gives 200,000,000 XP and 2 Ilyzaelle Feather, the Duo doubles the XP; the Sidekick gives 75,000,000 XP. Special and Freedom are played with the basic strategy, and the Duo with a Sram practically gives you Freedom.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Ilyzaelle in her dungeon by completing the “At the Gates of Externam” challenge. | 10 | 200 000 000 | |
| Defeat Ilyzaelle in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Ilyzaelle in her dungeon by completing the “Freedom” challenge. | 10 | 200 000 000 | |
| Defeat Ilyzaelle in her dungeon by completing the “Focus” challenge. | 10 | 200 000 000 | |
| Defeat Ilyzaelle in her dungeon by completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Ilyzaelle in her dungeon by completing the “Magik Riktus Bandits” challenge | 5 | 75 000 000 |
Special: At the Gates of Externam
Ilyzaelle must be finished off before the third wave of monsters appears. With four players or fewer, the third wave arrives on turn 10. Pass the first threshold by turn 2 at the latest, ideally on turn 1. If you pass it on turn 2, she becomes vulnerable again on turn 6 and you will have only one turn for the second threshold: prepare it on turn 5.
Freedom
Don't try to remove MP or range from opponents. The fight stays the same, without MP removal: push back the monsters and Ilyzaelle, or accept a few hits. The only absolute priority is to stay out of Cast Terror's range so you never end up Pacifist.
Focus
An attacked enemy must be finished off before another one is attacked. Damage from Ilyzaelle's glyph on monsters doesn't make Focus fail, and removals or pushes without damage are still allowed. A Pandawa that plays right before the Skoul throws monsters to the edge of the map with Boozer and Pandiniuras, then the Skoul sends the Pandawa back to his cell thanks to Burn. In the glyph, move one or two monsters in and out so that Ilyzaelle kills them.
Duo
Two characters maximum, fewer than 40 turns. First option: two mobile Water characters who hit Ilyzaelle every turn from out of range. Second option, simpler but random: a Sram who plugs every passage with his traps, and a full-damage character at about 10 range, with no critical, preferably Water. Stand at the bottom of the map behind the blocks and reposition Ilyzaelle every turn with two Fear; a Sickrat Trap puts her back on the axis when she slips. Don't stay invisible, and apply the Ebony Dofus poison as soon as possible. If the monsters set off all the traps, start over.
Sidekick: Magik Riktus Bandits
Four characters minimum, including an eligible Riktus companion (fine blade, archer, brawler or sorceress). The fight plays out as usual: let the companion take part without breaking your positioning, and keep it out of the Burn zones and the Ectorch's strikes.
Drops and loot of Ilyzaelle's Lookout
Base in-game rates, before Prospecting bonuses.
On Ilyzaelle
Ilyzaelle FeatherFeather12 %
Nougat Rabmarac BarTreat6 %
Encapsulated Soul-BlazeMiscellaneous Resource2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Ilyzaelle
Hothing AshesMiscellaneous Resource · Hothing12 %
Tasty MeatMeat · Hothing12 %
Skoul ClawBone · Skoul12 %
Ectorch FragmentMiscellaneous Resource · Ectorch12 %
Spirigneous RemainsMiscellaneous Resource · Spirigneous12 %
Phiretom EyeEye · Phiretom12 %
Soul-Blaze SacrificeTowers of the Brotherhood of the Forgotten · Hothing3,6 %
Encapsulated Soul-BlazeMiscellaneous Resource · Hothing2 %
Ilyzaelle's Lookout as a guild Expedition
The Lookout exists in two guild Expeditions, Audacious and Valour, each with its own modifier:
- Audacious: each enemy gains 300 power at the start of its turn, 150 more if it casts Into The Darkness or Spektra. Moving an enemy deprives it of this bonus and gives you 150 power, stackable: mostly push Skouls and Ectorches, dangerous from turn 2;
- each enemy moved for this bonus also puts you in Burn: never end at 3 range or less in line with a burned ally, because of Spontaneous Combustion;
- Valour: a monster that enters Ilyzaelle's glyph takes its damage, then becomes invulnerable and unmovable for one turn. Only let it in if the glyph finishes it off, Neutral resistances included (10% bring the 15,000 damage down to 13,500);
- in Valour, any monster that deals you damage puts you in Burn;
- in both, kill the monsters with the 400% from the glyph, Skouls and Ectorches first, then Hothings;
- keep at least one monster alive at the end of the second phase: with no monsters, Ilyzaelle doesn't cast the spell that ends the fight, and you have to kill her.
Where is Ilyzaelle's Lookout?
On Frigost III, in , in the Barracks of the Day Without End. The nearest zaap is Snowbound Village .
At what level should you do Ilyzaelle's Lookout?
Minimum level 190, 200 recommended. Ilyzaelle is level 220 and her HP rise with the number of characters, from 42,000 at four up to 60,000 at eight.
Which quest should you do at Ilyzaelle's Lookout?
Dispatch of Ice for Bonta, Für Ilyz for Brakmar. Both are completed by beating Ilyzaelle in a single fight, after several steps outside the dungeon.
How do you beat Ilyzaelle?
Remove half of her HP, in two thresholds. Below 75% and then below 50%, she spends two turns on your side; after the second pass, survive two turns and she kills all the monsters.
How do you avoid Into The Darkness?
End turns 3, 6, 9 and onward behind an obstacle. A block, a Cawwot or an ally on the line stops you; a Pandawa's stabilization or a Feca's gravitational glyph also work.
What is the Burn state?
The state you get by moving a monster or trying to remove its MP. The first monster that plays afterward consumes it with a special spell at infinite range, the worst being the Ectorch's Spontaneous Combustion.
What should you do when Ilyzaelle joins your side?
Kill the monsters using her glyph, without healing her. She is invulnerable during this phase: prepare your boosts and your positioning for her return.
Why avoid critical hits?
Ilyzaelle has 250 critical resistances. Favor power and remove the Turquoise Dofus to clear her thresholds more reliably.
Can Ilyzaelle be captured?
No, Ilyzaelle can't be captured. You don't need to bring any soul stone for this dungeon.
Can Ilyzaelle's Lookout be done with two players?
Yes, it's even an achievement: the Duo, in fewer than 40 turns. Two mobile Water characters, or a Sram who blocks the passages with his traps and a full-damage character.
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